Tanaka, Dorothy (2025) Perancangan ulang visual permainan "board game mengenal emosi" = Visual redesign of "board game mengenal emosi". Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Permainan “Board Game Mengenal Emosi” dirancang sebagai media edukatif
untuk membantu anak usia 7 tahun mengenali emosi dasar melalui situasi sehari-
hari dalam lingkungan keluarga, dengan melibatkan peran aktif orang tua. Proses
perancangannya diawali dengan observasi dan usability test untuk mengidentifikasi
permasalahan visual yang ada. Permasalahan utama mencakup desain yang tidak
konsisten, kurang sesuai dengan preferensi anak-anak, serta belum optimal dalam
hal fungsionalitas, esensi desain, dan aspek interaktif kurang dikomunikasikan
melalui visual yang baik. Metode yang digunakan dalam proses perancangan
mengacu pada lima tahapan Landa, yaitu Orientation, Analysis, Concept, Design,
dan Implementation. Desain visual yang dikembangkan berdasarkan tiga kata kunci
utama: Playful, Family-Oriented, dan Friendly. Hasil akhir perancangan berupa
mockup digital yang kemudian direalisasikan dalam bentuk cetak. Perancangan
ulang ini diharapkan dapat berfungsi secara maksimal sebagai media edukatif,
dengan visual yang menarik dan mudah dipahami anak-anak, sehingga tujuan
permainan dapat tersampaikan dengan baik. Selain itu, perancangan ini juga
bertujuan untuk meningkatkan kesadaran orang tua akan pentingnya pengenalan
emosi sejak dini. / The “Board Game Mengenal Emosi” is designed as an educational tool to help 7-
year-old children recognize basic emotions through everyday family situations,
while also involving the active participation of parents. The design process began
with observations and usability testing to identify existing visual problems. The
main issues included inconsistent design, misalignment with children’s preferences,
suboptimal functionality, and ineffective visual communication of the game’s
essence and interactivity. The redesign process followed the five stages of Landa’s
method: Orientation, Analysis, Concept, Design, and Implementation. The visual
design was developed based on three core keywords: Playful, Family-Oriented, and
Friendly. The final outcome consists of a digital mockup, which was later produced
in printed form. This redesign is expected to function effectively as an educational
medium, with visuals that are both engaging and easily understood by children,
thereby enhancing the communication of the game’s objectives. Additionally, the
project seeks to raise parental awareness about the importance of early emotional
recognition.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Tanaka, Dorothy NIM01023210024 dorothytanaka@icloud.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Suwanto, Kartika Magdalena NIDN0306059701 kartika.suwanto@uph.edu Thesis advisor Isfandriani, Rerry NIDN9903002826 rerry.isfandriani@lecturer.uph.edu |
Uncontrolled Keywords: | emosi; permainan papan; media edukatif; emotion; board game; educative media. |
Subjects: | N Fine Arts > N Visual arts (General) For photography, see TR |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design |
Depositing User: | DOROTHY TANAKA |
Date Deposited: | 05 Jun 2025 03:56 |
Last Modified: | 05 Jun 2025 03:56 |
URI: | http://repository.uph.edu/id/eprint/68533 |